Greetings,
Please post any feedback related to boons below. Details on the changes to boons can be found here.
https://www.arcgames.com/en/games/neverwinter/news/detail/11097233-developer-blog:-updates-to-boonsThanks
----
Formatting Your Feedback and Bugs
For posting feedback and bugs, please follow the following format to ensure your feedback and bugs are seen clearly and processed in a timely manner, thank you!
Type: Bug/
Feedback (Please only choose one)
If you are listing a bug please have this text in
RED, if you are posting an opinion or feedback please use
CYAN. If you are replying to another user's post, asking a question, or just engaging in general discussion, please do not color your posts, general discussion is welcome and we will read all of it, regardless of color! You can use BBCode to color your text:
<font color=cyan>This text will display in cyan.</font>
<font color=red>This text will display in red.</font>
Examples:Bug: When I press the commit button nothing happens.Feedback: It would be cool if I had a boon that would give me wings and make me shoot lasers from my eyes.
Comments
Training Boon
- Only 1,130 HP per rank
Tier 3
Simple Support Boon
- Doesn't seem to do anything
Tier 2/3/4
Healing potion boon
- R1 Doesn't increase healing of em.
- HP granted to potions doesn’t seem correct either way.
- Couldn’t get the bonus effect to trigger
Tier 4
Disenchanting Aura
- Doesn’t effect characters Control resist Stat
Tier 5
Welcome Blessing
-Doesn’t effect player stat sheet
Tier 5
Call of Power
- Doesn’t effect player stat sheet
Tier 5
Quick Turnaround
- Still states recovery speed
- Doesn’t show on character sheet
Tier 5
Blessed Touch
-There's only incoming healing being tracked on my character sheet, no outgoing.
Haven't tested tier 6 feats nor the dmg/res vs certain enemy types.
But you made tier boons better than the master ones, great. Just need to pick a master boon that suits you, DPS,TANK,HEAL.
All similar, no need to think what to pick, and they're near useless anyways.
Edit: commit button never worked for me which you already knew.
Why have boons that only work against one type of enemy? A bonus against dinosaurs is only useful in Chult, so why would I take it? There are 8 of these enemy type specific boons if they are to stay, maybe combine them down to 4, having the defense and offense in the same boon. Then add boons that aren't enemy type specific.
It would work better if you keep boon points, except give a choice of endcap boon upon completing each campaign that is specific to the campaign, it is good to feel rewarded for finishing the campaigns. (Current pre-update system works well unchanged, but there is some logic to the new boon point idea.)
I don't like having to buy my way up a very boring boon list to get to the good ones.
Many of the old boons seemed interesting, the new ones are boring. Read and compare the descriptions you'll see what I mean.
It used to be easy to choose which boon to take now not so much.
You still have to go to the campaign windows to do the campaigns (please leave that as is) so I don't see how moving the boons to one boring window is actually helping except to see which boons I already have more conveniently (a "view boons" window would have been nice on its own).
The top 2 tiers depend on role/class, lower 4 tiers will be pretty much the same for everyone - no thinking required.
>My characters have completed all campaigns except m15. They have enough boons to take everything that is generally useful, the movement and gold gain and undead damage and all 3 ranks of the master boon. There is no reason for me to ever do another campaign for boons.
>
I second this. As a cleric, I have the power boon in all tiers, the reduced incoming damage (and this boon is so narrowly useful that on live I only took it when I had no other choices) and then......?
I can only assume that boons are meant to be very small increases in character strength. At this point, I see no need to complete any more campaigns for boon points, as I have all the ones in the lower tiers that interest me, and I am restricted from choosing more than 3 total in the higher tiers.
Most of the campaigns are so time consuming that I can't see myself ever finding the motivation to grind for months for the boons I didn't pick initially because they weren't relevant to my build. Currently, new campaigns are exciting partially because we get to look at a whole new set of boons, particularly the last boon of the campaign. Now, if a new campaign is released, what is there to look forward to? I already know what boons there are, and I don't need any of them.
This also seems a bit short sighted in the long run. Currently, once I hit 80 on preview, I have enough boon points to have 3/3 master boons. There's an expiration date on how many campaigns can be released before all lower tier boons are completely maxed. We already had an increase in max level, where we are allowed 1 master boon and 2 T4 boons. At some point, we will either need another level cap increase to get more master (or higher?) tier boons, or change how many we are allowed to have at level 80. Considering we just got level 80, it seems strange to me to implement a system like this, that you need to change the rules to accomodate growth. I thought that the entire point of rethinking boons, stats, powers, roles, and companions was to accomodate growth, but this system seems to have a defined upper limit. If we get 5 boons per campaign, we have 7 mods of underwhelming boons to look foward to. M17, I guess I'll get 10% increased healing from potions...
On a related note, all the Master tier boons (excepting the 2 aimed towards healers) are a "chance". The % is not stated. I disagree with this. I will sincerely miss the unique boon choices from each campaign that enabled so much more variety in build. This increased potion strength could have been really interesting if I could still share healing from potions with my teammates. There is a synergy we had before that's completely absent in this module. Building high deflect? Well, everytime you deflect, you're rewarded, and your enemies punished. That's gone now too. Our choices in boons (and feats and gear for that matter) seem very constricted and bland.
In all, I find the new boon system pretty underwhelming. Perhaps if I was a brand new player, I could accept that this is what a boon is supposed to be. As someone who has played this game for years, this new boon system does not seem rewarding for the amount of work expected. I would never, EVER want to grind ToD or- heaven forbid- SoMI to gain boons at the old rate for... an extra 1% gold?
I do think the rate of effort to boon points obtained in the newest campaign is appropriate, but absolutely not for the older campaigns. Another thing to note is that I will never feel a need to buy another campaign completion ever again. Boons used to be so interesting that spending 10k zen, per character, was a reasonable investment. Now, I only have to complete a new campaign on my main, unlock the content for my entire account, and live happily ever after, zen never needed. So in a way, this is great for anyone that wanted to save on making viable alts.
I dont know if its fair of me to offer so much negative feedback without offering a viable solution. I dont know that with all the feedback concerning feats and gamebreaking damage that a system that I personally find seriously flawed but at least functional, will be a priority to look at. I doubt if I was in charge of budgeting time and resources I would dedicate anything to fixing what works simply because it doesn't seem viable in the long term. But I do know of the many changes I dislike about M16, this is one I can easily address.
Additionally, the master boons are...not really useful.
I've got all the boons unlocked on live, and found myself just spending boon points in useless categories because they were so unappealing past the initial stat point boons.
If Master boons were made to be more unique, and interesting, that'd be worthwhile. It'd give us a reason to get more boon points so we could unlock the master boons. As it stands, for my alts, there's not much of an incentive, beyond increasing my IL.
The boons are boring, uninspired, and significantly worse in utility across the board compared to Live. The only ones that can be viewed as "good" are the HP+power boons, and the run speed. Everything else has so little impact on the game as to be considered entirely optional.
The top two tiers are flat out *bad*. Most classes will actually be BETTER OFF skipping them entirely and filling out the +dmg/-dmg boons for the specific mob types (which are also bad, just less so).
Every spec of every class will pick exactly the same boons, and more than half the choices are "dump" boons because there's nothing actually worth picking. At least with the old system there was SOME variance, some boons were better suited to tanks, or DPS, or healers. Not any more.
The new boon system basically completely disincentivized finishing out older campaigns, I'm willing to bet most people will do the "easy" ones like Underdark and Sharandar to get enough boon points to fill out the HP boons, then simply stop. What you get in the way of boons in no way, shape, or form justifies the painfulness of SKT or River District or ToD, the effort in vs the reward is TERRIBLE compared to other campaigns under the new system. Not saying it was great under the old system, but at least the capstone boons provided a unique and often fairly significant benefit to your character unlike the new system.
Please completely revamp the new boon system, both for the players' sakes and for your own wallet's sakes as now there's not even any reason to buy campaign completion tokens.
Gonna echo that the new boon structure just leaves me cold.
There's a definite and obvious non-choice on most rows, with one "be better at being a Neverwinter character" boon, and others that are so ridiculously niche that they make no sense outside the context of their filler status in their original campaigns.
Obviously, a lot of boons would need redesigned; lifesteal is gone, as is, by definition, lifestyle severity. Regeneration as a stat is gone (although the change to out-of-combat regen is one of the things that I am unreservedly in favor of), although +incoming Healing is still a useful stat and could, with some number tuning, probably replace it in most campaigns.
Master boons definitely need clarification on whether the subsequent ranks replace the initial one, are rolled as separate chances, or all go off at once. Also, anything anywhere that says "a chance" really needs some clarification; either an actual % chance or a procs-per-minute figure. This information exists under the hood; please don't make us guess at it.
It would be definitely more useful and liked by players.
Recruit thru Captain training are broken
Rank:1 250 Power 2,300 Health
Rank:2 250 Power 0 Health
Rank:3 250 Power 0 Health
Rank:4 250 Power 0 Health
Rank:5 250 Power 0 Health
to Tier 4
Rank:1 250 Power 2,300 Health
Rank:2 250 Power 0 Health
Rank:3 250 Power 0 Health
Rank:4 250 Power 0 Health
Rank:5 250 Power 0 Health
Although I have not yet given my feed back on any specific subject, I believe the additional damage
and reduction of damage received vs. Undead and Cultists really have good choices. If you look closely at the content of the game, something around 50% of the enemies are Cultists or Undead. A suggestion for the benefit of the dinosaur should be added beasts and dragons to be more attractive.
(up to a limit of course)The ones for healers looks really nice and useful, while the dps ones doesn't, buffs when you kill mobs are not useful for bosses, at will boons doesn't make sense because even Barb doesn't really on at will dps anymore, the chance on encounter one decreases the targets power, which is not something DPS classes look for.
Do you see the problem? I'm not having to choose the best one, I'm having to choose the less bad one.
Also I don't see how this system is future proof, with the current booms amount, we can almost have all at max level, new campaigns boom points will be what skill points are on live now, we have everything on max and a bunch of points doing nothing.
This seems like a very rigid, "done", system, where new campaigns just add points until we just have every boon until there is no need to do anything ever again because you have everything full.
I'm also not a fan of the RNG in the Boons that require the most time and effort to obtain, ICD I'm a little more neutral on, but RNG just makes the Master Boons a joke to me.
I have seen feedback in recent posts on the Paladin thread that the new Boon system is unclear on how they are obtained and applied.
The "monster type" Boons are trap boons of the type you say you want to eliminate from the game. Any new player putting points into the first one of these has been trapped into wasting a resource that is particularly valuable to them. They have no place in this new boon structure at all. And having reached them I only put points in them for completeness, there was certainly no urgency to add my new boon point.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
Honestly, I just wish there were more +Move effects in the game. Why the heck did the dev team decide to reduce the ability to increase character speed?
Training Boons still completely wrong
Tier 1-3 same problem
Tier 4 works but the Health values are wrong
I know you are doing your best. but patching something and not testing it before you patch it is a waste of your time.
<If you need a manager I am available
Each boon should give HP and Other stats. In addition, each character can "equip" one special boon, that functions differently, kind of like the final tier boons now.
Completing campaign tasks gives you boon points. You can select boons however you want. If you want to avoid players making bad decisions or whatever, cap each boon at X ranks, and slowly raise the max rank as new modules are released.
Completing a CAMPAIGN grants you access to a new special boon. This is a horizontal upgrade not a vertical one, because it doesn't grant you more stuff at once.
This way, boons can be easily measured in terms of their impact on the game: it's equivalent to +X item level per boon. Reduce the points given by the boons enough so old timers aren't x1000000000 the iLevel equivalence of newcomers, but aside from that, it's simple: boons increase stats.
You don't need anything more complicated than that.